The Nightmare (5e Subclass)

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The Nightmare[edit]

Warlock Subclass

Your patron is a dark entity who lurks in the dreams of all creation and even perhaps Gods. They might originate from Dal Quor, the Fuge Plane or from any other plane of existence, offering their powers to enact their will in the waking world. Such beings might include a powerful Quori, such as a Dream Master, Hashalaq or Kalaraq, Dendar; the Night Serpent and other such nightmarish entities.

Eldritch Torpor[edit]

Starting at 1st level, your patron grants you the ability to put your enemies to sleep. As an action, you can choose a creature within 60 feet of you and cause it to make a Constitution saving throw against your warlock spell save DC. A creature that fails their saving throw falls unconscious for a minute, or until the sleeper takes damage or someone takes an action to shake or slap the sleeper awake. You can use this feature a number of times equal to your Charisma modifier (minimum 1). This feature has no effect on undead or constructs.

You regain all uses of this feature once you finish a long rest.

Eldritch Respite[edit]

Starting at 6th level, your body becomes affected by the nature of your Patron. You no longer need to sleep and can’t be forced to sleep by any means. To gain the benefits of a full rest you can spend all 8 hours doing light activities such as keeping watch. Additionally you can no longer be frightened.

Nightmare's Abyss[edit]

Starting at 10th level, your Patron teaches you how to prey on a creature’s consciousness whilst in the dreamscape. Your attacks against a sleeping target deal additional psychic damage equal to half your warlock level (rounded down) plus your Charisma modifier and only wake them if they make a successful Wisdom saving throw against your warlock spell save DC.

Mantle of Nightmares[edit]

Starting at 14th level, you gain the ability to embody your enemies’ worst fears. As an action you can cloak yourself with your patron’s magic, taking on a nightmarish appearance. While disguised this way you gain the following benefits:

  • Every creature that has or gains sight of you, except for a number of your choice up to your Charisma modifier (minimum 1), must succeed on a Wisdom saving throw against your warlock spell save DC or become frightened of you. A creature that succeeds on this save is immune to this effect for the next 24 hours.
  • You can use the Eldritch Torpor feature as a bonus action.
  • The damage from your Nightmare's Abyss feature is doubled

Once you use this feature you can’t use it again until you finish a long rest.

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